| Set variable to given value in the variable space of given element.<br>

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To remove a variable, set it to [[nil]] (e.g. {{Inline code|[[player]] [[setVariable]] ["varname", [[nil]]<nowiki>]</nowiki>;}}).<br>

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When variable is set on [[Task]], it is not actually set on task itself, but on FSM attached to the task. So if there is no FSM [[setVariable]] will not work.<br>

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When variable is set on [[Location]], it works only with locations created with [[createLocation]].<br>

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All supported variable types:

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* [[Namespace]]

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* [[Object]]

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* [[Group]]

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* [[Team Member]]

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* [[Task]] (FSM Task)

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* [[Location]] (only [[createLocation | scripted]] locations)

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* [[Control]] (since Arma 3 v1.55.133553)

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* [[Display]] (since Arma 3 v1.55.133553)

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{{Feature arma3|In Arma 3 it is possible to broadcast [[nil]] value}}

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{{Warning | [[missionNamespace]], [[uiNamespace]], [[parsingNamespace]] and [[profileNamespace]] variable names could be any string, except for the reserved names, which are normally script command names. For example: <tt>[[missionNamespace]] setVariable ["west", 123];</tt> will result in error:

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Error in expression <missionNamespace setVariable ["west", 123];>

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Error position: <setVariable ["west", 123];>

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Error Reserved variable in expression

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as [[west]] is a script command. Other varspaces do not have such limitation. You can always check for all available script commands by running [[Arma_3_Utilities#Script_Commands | utility number 5]]}} |Description=

According to Suma, beginning with ArmA version 1.08, "setVariable now should work on any entity which can be targeted by AI, including soldier and game logic units. This includes most buildings, but not other static objects.

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Using it with buildings one should be aware the building may be discarded because of streaming. In such case the variable space is lost. When used for buildings, the storage should therefore be considered non-reliable." Reference: [http://bugs.armed-assault.net/view.php?id=2444 Make setVariable work on other things than just vehicles]

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<!-- Note Section END -->

</dl>

</dl>

<h3 style="display:none">Bottom Section</h3>

<h3 style="display:none">Bottom Section</h3>

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[[Category:Scripting Commands|SETVARIABLE]]

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[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

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[[Category:Scripting Commands OFP Elite |SETVARIABLE]]

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[[Category:Scripting Commands OFP Elite |{{uc:{{PAGENAME}}}}]]

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[[Category:Scripting Commands ArmA|SETVARIABLE]]

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[[Category:Scripting Commands ArmA|{{uc:{{PAGENAME}}}}]]

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[[Category:Command_Group:_Locations|SETVARIABLE]]

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[[Category:Command_Group:_Locations|{{uc:{{PAGENAME}}}}]]

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[[Category:Command_Group:_Object_Information|{{uc:{{PAGENAME}}}}]]

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[[Category:Command_Group:_Variables|{{uc:{{PAGENAME}}}}]]

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[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]

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[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]

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[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]

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<!-- CONTINUE Notes -->

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<dl class="command_description">

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<dd class="notedate">Posted on December 9, 2015 - 20:18 (UTC)</dd>

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<dt class="note">[[User:Commy2|Commy2]]</dt>

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<dd class="note">

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This command does not work with CfgAmmo or CfgNonAIVehicles objects, like bullets, mines or butterflies (probably because they are [[local]] objects [[User:Killzone Kid|Killzone Kid]] ([[User talk:Killzone Kid|talk]]) 11:25, 9 July 2017 (CEST)).

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</dd>

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</dl>

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<!-- DISCONTINUE Notes -->

Revision as of 23:08, 6 April 2020

1.00

Hover & click on the images for descriptions

Description

Description:

Set variable to given value in the variable space of given element.
To remove a variable, set it to nil (e.g. playersetVariable ["varname", nil];).
When variable is set on Task, it is not actually set on task itself, but on FSM attached to the task. So if there is no FSM setVariable will not work.
When variable is set on Location, it works only with locations created with createLocation.
All supported variable types:

as west is a script command. Other varspaces do not have such limitation. You can always check for all available script commands by running utility number 5

Multiplayer:

The variable space of the object is local to each client and by default changes are not broadcast.
Since Arma 2: If the public parameter for supported types is true, the value will be synchronized also for a JIP player.